For Honor Review (PrettyPompousPDW)
Given I've put close to 2k hours into a game that I only got because it was on sale for 5 dollars and I had several friends already playing it and bullying me to try it, I figure I ought to review it at this point. I started playing 2 years ago at the start of year 4, and have played the game an absurd amount since. I am not proud of the amount of for honor I have played, but at this point I'd be lying if I said I didn't love it. This game is truly unique. No other game even tries to do what for honor does, and because of that the playerbase is consistent and dedicated. The directional combat system and the game mechanics in general are one of a kind, with a level of depth that has taken me to 2000 hours to understand decently. That being said, the basics are simple and straightforwards, and while I imagine balance at the lowest level is VERY different than at mine, especially given how much the game has changed since I started, the game still has a fairly good on boarding process. The depth that the directional system, feingts, and the handfull of attack properties present give this game is insane, especially when combined with its 4v4 modes.
This game also has impressive levels of customization. While the mechanical variance between two of the same hero is very low, the difference vissually can be night and day. An unending number of paint patterns, symbols, engravings, armor sets, weapon sets, effects, materials and ornaments mean the heros in this game can look like truly anything. This game has earned the nickname "For Fashion" for a reason.
In terms of dev involvment and development, this game arguably has better dev support than many tripple A games. The small but dedicated comunity means that the devs can feasibly be engaged with what forums are saying about the game and legitimately take the time to read through feadback given to testing reworks and game changes. Speaking of: testing grounds are a fantastic tool that allow the devs to test radical changes to hero kits and game mechanics without fear that they will be forced to impact the game weather good or bad. It allows the devs to be much more ambitious without fear of loosing playerbase, and involve an insane number of players directly in what gets included in the game. On top of that, the devs have recently gotten much better with directly releasing quality of life features that don't need extensive testing. In terms of new content, the game has recently released hero skins, an alternative to customization that I suspect may replace it in order to take pressure off the art team(something Im ok with if they pick up hero skin release pace), and still gains two new hero's a year. While two a year may sound low, keep in mind that these aren't guns in FPS games which largely only need new mechanical values, a couple new animations and sound effets, and a some visual models. Instead, each new hero requires an entire moveset of combos, animations, and special moves combined with the insane standard of customization present in the game. The devs also tend to challenge themselves to make hero's unique and interesting, with somewhat mixed results. Recent hero's however have been if nothing else very unique.
In summary, I genuinely recommend this if you see it for cheap and think that an extremely unique fighting game with in depth customisation and a surprisingly active dev team is for you.